Previously, BeginStage was called in SGameplay and FinishStage was called
in each place gameplay exits. This incremented the stage number in SSM, and was brittle: FinishStage was sprinkled in many odd places. Do both in SGameplay. This increments the stage number as soon as gameplay ends. This only affects evaluation. Use the stage number from StageStats there, instead of the current stage, and adjust branches. During evaluation, the game is on the upcoming stage and displaying old data for the last stage, instead of the stage continuing through evaluation. This also moves a bunch of scoring-related stuff out of SEvaluation, to the end of gameplay, where it belongs. Eval is almost const, and things won't break like they would before if Eval is not used.
This commit is contained in:
@@ -910,11 +910,7 @@ bool GameState::IsFinalStage() const
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if( IsCourseMode() )
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return true;
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/* This changes dynamically on ScreenSelectMusic as the wheel turns. */
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int iPredictedStageForCurSong = GetNumStagesForCurrentSongAndStepsOrCourse();
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if( iPredictedStageForCurSong == -1 )
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iPredictedStageForCurSong = 1;
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return GetLargestCurrentStageIndexForAnyHumanPlayer() + iPredictedStageForCurSong == PREFSMAN->m_iSongsPerPlay;
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return GetLargestCurrentStageIndexForAnyHumanPlayer() == PREFSMAN->m_iSongsPerPlay - 1;
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}
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bool GameState::IsAnExtraStage() const
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@@ -1202,8 +1198,8 @@ bool GameState::HasEarnedExtraStage() const
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m_pCurSteps[pn]->GetDifficulty() != Difficulty_Challenge )
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continue; /* not hard enough! */
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if( (IsFinalStage() && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_1) ||
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(IsExtraStage() && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_2) )
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if( (IsExtraStage() && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_1) ||
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(IsExtraStage2() && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_2) )
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{
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bOnePassed = true;
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break;
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@@ -1214,7 +1210,7 @@ bool GameState::HasEarnedExtraStage() const
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return false;
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/* If PickExtraStage, allow EX2 if the chosen song was correct. */
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if( PREFSMAN->m_bPickExtraStage && IsExtraStage() )
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if( PREFSMAN->m_bPickExtraStage && IsExtraStage2() )
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{
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Song* pSong;
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Steps* pSteps;
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@@ -34,8 +34,6 @@ void ScreenContinue::Init()
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void ScreenContinue::BeginScreen()
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{
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GAMESTATE->FinishStage();
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GAMESTATE->SetCurrentStyle( NULL );
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// unjoin all players with 0 stages left
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@@ -76,10 +76,6 @@ ScreenEnding::ScreenEnding() : ScreenAttract( false/*dont reset GAMESTATE*/ )
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STATSMAN->m_vPlayedStageStats.clear();
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}
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// Update final profile stats before we load them for display.
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GAMESTATE->FinishStage();
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}
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void ScreenEnding::Init()
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@@ -180,11 +180,7 @@ void ScreenEvaluation::Init()
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{
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LOG->Trace( "ScreenEvaluation::Init()" );
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/* Commit stats to the profile, so any profile stats displayed on this screen
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* include the last game. */
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GAMESTATE->CommitStageStats();
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m_pStageStats = &STATSMAN->m_CurStageStats;
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m_pStageStats = &STATSMAN->m_vPlayedStageStats.back();
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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ZERO( m_bSavedScreenshot );
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@@ -195,10 +191,12 @@ void ScreenEvaluation::Init()
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//
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// Figure out which statistics and songs we're going to display
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//
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STATSMAN->CalcAccumPlayedStageStats();
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if( SUMMARY )
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STATSMAN->GetFinalEvalStageStats( STATSMAN->m_CurStageStats );
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{
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STATSMAN->GetFinalEvalStageStats( m_FinalEvalStageStats );
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m_pStageStats = &m_FinalEvalStageStats;
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}
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m_bFailed = m_pStageStats->AllFailed();
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@@ -234,11 +232,8 @@ void ScreenEvaluation::Init()
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//
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// update persistent statistics
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//
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// XXX
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m_pStageStats->CommitScores( SUMMARY );
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FOREACH_HumanPlayer( p )
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m_pStageStats->m_player[p].CalcAwards( p, m_pStageStats->m_bGaveUp, m_pStageStats->m_bUsedAutoplay );
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if( SUMMARY )
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m_pStageStats->CommitScores( true );
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// Run this here, so STATSMAN->m_CurStageStats is available to overlays.
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ScreenWithMenuElements::Init();
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@@ -820,6 +815,23 @@ void ScreenEvaluation::HandleMenuStart()
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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// lua start
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#include "LuaBinding.h"
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class LunaScreenEvaluation: public Luna<ScreenEvaluation>
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{
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public:
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static int GetStageStats( T* p, lua_State *L ) { LuaHelpers::Push( L, p->GetStageStats() ); return 1; }
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LunaScreenEvaluation()
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{
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ADD_METHOD( GetStageStats );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ScreenEvaluation, ScreenWithMenuElements )
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// lua end
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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@@ -46,6 +46,8 @@ public:
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virtual void MenuBack( const InputEventPlus &input );
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virtual void MenuStart( const InputEventPlus &input );
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virtual void PushSelf( lua_State *L );
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StageStats *GetStageStats() { return m_pStageStats; }
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protected:
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virtual bool GenericTweenOn() const { return true; }
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@@ -55,6 +57,7 @@ protected:
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bool m_bSummary;
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StageStats *m_pStageStats;
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StageStats m_FinalEvalStageStats;
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// banner area
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Banner m_LargeBanner;
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@@ -385,10 +385,6 @@ void ScreenGameplay::Init()
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GAMESTATE->SaveCurrentSettingsToProfile(pn);
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}
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/* Finish the last stage, if we havn't already. (For example, we might have
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* gone from gameplay to evaluation back to gameplay.) */
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GAMESTATE->FinishStage();
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/* Called once per stage (single song or single course). */
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GAMESTATE->BeginStage();
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@@ -2240,9 +2236,22 @@ void ScreenGameplay::StageFinished( bool bBackedOut )
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}
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}
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if( bBackedOut )
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{
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GAMESTATE->CancelStage();
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return;
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}
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// save current stage stats
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if( !bBackedOut )
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STATSMAN->m_vPlayedStageStats.push_back( STATSMAN->m_CurStageStats );
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STATSMAN->m_vPlayedStageStats.push_back( STATSMAN->m_CurStageStats );
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GAMESTATE->CommitStageStats();
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STATSMAN->m_CurStageStats.CommitScores( false );
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FOREACH_HumanPlayer( pn )
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STATSMAN->m_CurStageStats.m_player[pn].CalcAwards( pn, STATSMAN->m_CurStageStats.m_bGaveUp, STATSMAN->m_CurStageStats.m_bUsedAutoplay );
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STATSMAN->CalcAccumPlayedStageStats();
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GAMESTATE->FinishStage();
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}
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void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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@@ -2442,8 +2451,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SongFinished();
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StageFinished( true );
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GAMESTATE->CancelStage();
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m_sNextScreen = GetPrevScreen();
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if( AdjustSync::IsSyncDataChanged() )
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@@ -73,8 +73,6 @@ void ScreenNameEntryTraditional::Init()
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void ScreenNameEntryTraditional::BeginScreen()
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{
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GAMESTATE->FinishStage();
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/* Find out if players are entering their name. */
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FOREACH_PlayerNumber( pn )
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{
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@@ -174,10 +174,6 @@ void ScreenSelectMusic::Init()
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void ScreenSelectMusic::BeginScreen()
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{
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/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
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* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex or GAMESTATE->m_iPlayerCurrentStageIndexForCurrentCredit. */
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GAMESTATE->FinishStage();
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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if( CommonMetrics::AUTO_SET_STYLE )
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